N/A

N/A

5,085 views 5 replies
Reply #1 Top

The Blessed Hammer item should work against a Banshee.

 

Life magic should have some Holy Smiting spell that can be cast on a unit to give them the ability to hit physically immune units and a +1 to damage against the undead.

 

Edit:  Courage spell should be for both units and champions and should confer a % resistance to fear.

 

Ophidians' magic immunity should confer to the whole stack/city consistently (don't nerf it, that would be a cool reason to keep your pet handy!)

 

Call of Nature spell should have a 2 or 3 turn cooldown instead of one casting per battle... why not all summons for that matter?

 

Summons should get an action as soon as they are summoned.

 

Magical weapon damage should confer a malus based on each type of magic.  i.e. Ice spear (5+ 2 cold) should reduce initiative just as the touch of an ice elemental does.  Burning Axe should burn... Death is life draining, etc.

 

Poison weapons should do damage over time consistently (right now the Venomous shortbow does not poison a unit, just damages on hit).

 

Bribe the modders here on the forums with free future Star Control and Elemental 2015 games to let you use their mods as part of the base game.  There is a lot of great stuff here, and frankly it is a pain in the ass to use the mods folder to try and manage them all.  The mods could even be tweaked and sold as a "People's Choice" DLC at some point.  Get the legal department on it!

 

 edit:  and Tarth should get crude bows at the start (make it part of the special bow racial ability).

 

 

 

 

 

Reply #2 Top

Quoting NaytchSG, reply 1

Bribe the modders here on the forums with free future Star Control and Elemental 2015 games to let you use their mods as part of the base game.  There is a lot of great stuff here, and frankly it is a pain in the ass to use the mods folder to try and manage them all.  The mods could even be tweaked and sold as a "People's Choice" DLC at some point.  Get the legal department on it!


Or incorporate some of the more popular mods with a 'checkbox' system prior to starting a game. The player can then choose to play with default or activate different elements of the modding community.

Reply #3 Top

Poking around the events/quest files, it occurs to me that while you can cue a cutscene/movie clip, you can't (at least as far as I can see) cue a sound clip.

There's some possibility to cue a specific sound clip (other than an effect noise) when a goodie hut is clicked on, but that doesn't do quite what I had in mind here.

It'd be cool if you could cue a short sound clip for events/quests, instead of a movie.  This way, you could add some additional flavor to the various quest intros, with some short yet relevant song piece playing in the background while the player is reading the text.

Said clips should probably not be longer than say 15-20 seconds, and would have to be modded in, at least for now (i.e. a modder could take a longer piece from the Layered Music folder, and 'clip out' a specific section he likes/feels is relevant).  Also, if you could tie specific music to specific battle maps, or within the quest's .xml (i.e. load this map, play this music for this encounter), that could be fun too.

This would necessitate adding/assigning a new tag to quests, and of course make sure that the 'normal' ambient music is pre-empted for a short time, but then returns after the clip ends.

It'd also be nice if you could choose the 'race theme music' in the custom race interface, say if you wanted Resoln's music playing even though you are picking Amarians, but for now this can be done by hand in the .xml, as long as you know the various music theme options.

Just a thought.

 

Reply #4 Top

Quoting tjashen, reply 3

Poking around the events/quest files, it occurs to me that while you can cue a cutscene/movie clip, you can't (at least as far as I can see) cue a sound clip.

There's some possibility to cue a specific sound clip (other than an effect noise) when a goodie hut is clicked on, but that doesn't do quite what I had in mind here.

It'd be cool if you could cue a short sound clip for events/quests, instead of a movie.  This way, you could add some additional flavor to the various quest intros, with some short yet relevant song piece playing in the background while the player is reading the text.

Said clips should probably not be longer than say 15-20 seconds, and would have to be modded in, at least for now (i.e. a modder could take a longer piece from the Layered Music folder, and 'clip out' a specific section he likes/feels is relevant).  Also, if you could tie specific music to specific battle maps, or within the quest's .xml (i.e. load this map, play this music for this encounter), that could be fun too.

This would necessitate adding/assigning a new tag to quests, and of course make sure that the 'normal' ambient music is pre-empted for a short time, but then returns after the clip ends.

It'd also be nice if you could choose the 'race theme music' in the custom race interface, say if you wanted Resoln's music playing even though you are picking Amarians, but for now this can be done by hand in the .xml, as long as you know the various music theme options.

Just a thought.

 

In some sense you can do this with specific game triggers in a map. I'm not sure if you can trigger a game trigger from a quest (never tried), but if that were possible you would be able to accomplish what you want here. I for one would like to see an easy implementation of this as you suggest in the quest xml a new tag perhaps.

Reply #5 Top

I have two things that are more bug fixes than gameplay changes:

 

* Don't allow enemy units to stack on each other. Moving through each other is all right, but when they stop and stack two archers on one square (for instance) it makes it difficult to target units -- and it's clearly a bug.

 

* I've had a few city map battles where archers or mages have moved into the buildings, beyond the reach of troops. A fix for that would be just grand.